additional to the above problems i think something went totally wrong with disciple weapons.
it has little to no effect if i equip the best weapons for my level or no weapon at all. only a few more points of damage in average and also the dmg numbers in statistics increase only like 10% - 20%.
also sometimes switching the secondary weapon (without str bonus on both) to a higher dmg weapon will drop your main weapon dmg by far more than it increases secondary dmg. also disciple dmg is fine till about lv 25 but in higher levels its increas does not scale with the general game increases. like other classes keep growing dmg by% each lv like in the low lvs while disciples % increase gets smaller and smaller each lv.
maybe it would help just to fix the weapon thing to balance the class out better. fixing and making the buffs and bounds more usefull would help also
expanding the finisher chains would rock too, it makes fun to play even if they add useless chains.
well what i would change would be:
-make weapons more noticeable by greater dmg effect (maybe 2x or 3x the current effect)
-increase buff duration of our short buffs to 10 or 15min and make the very short buffs stronger so its worth triggering them.
-bonds should be castable on self as all healers can do with comparable buffs
-more finisher chains or skill chains as they rock and are what makes our class special maybe some buff or mana-, endheal chains
-those additional stuff could be introduced like cleric affinities where you can chose 1 path you like that adds some stuff in that direction. i.e.(heal, dps, buff)
ofcourse numbers need to be tested and set so disciples dont get overpowered but comparing to cleric they wont with this changes.